/**-----------------------------------------------------------------------------   
 * Sprite_Destination   
 * 精灵目的地   
 * The sprite for displaying the destination place of the touch input.   
 * 显示触摸输入目的地的精灵 */

function Sprite_Destination() {
    this.initialize.apply(this, arguments);
}

/**设置原形  */
Sprite_Destination.prototype = Object.create(Sprite.prototype);
/**设置创造者 */
Sprite_Destination.prototype.constructor = Sprite_Destination;
/**初始化 */
Sprite_Destination.prototype.initialize = function() {
    //精灵 初始化 呼叫(this)
    Sprite.prototype.initialize.call(this);
    this.createBitmap();
    this._frameCount = 0;
};
/**更新 */
Sprite_Destination.prototype.update = function() {
    Sprite.prototype.update.call(this);
    if ($gameTemp.isDestinationValid()) {
        this.updatePosition();
        this.updateAnimation();
        this.visible = true;
    } else {
        this._frameCount = 0;
        this.visible = false;
    }
};
/**创建位图 */
Sprite_Destination.prototype.createBitmap = function() {
    var tileWidth = $gameMap.tileWidth();
    var tileHeight = $gameMap.tileHeight();
    this.bitmap = new Bitmap(tileWidth, tileHeight);
    this.bitmap.fillAll('white');
    this.anchor.x = 0.5;
    this.anchor.y = 0.5;
    this.blendMode = Graphics.BLEND_ADD;
};
/**更新位置 */
Sprite_Destination.prototype.updatePosition = function() {
    var tileWidth = $gameMap.tileWidth();
    var tileHeight = $gameMap.tileHeight();
    var x = $gameTemp.destinationX();
    var y = $gameTemp.destinationY();
    this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth;
    this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight;
};
/**更新动画 */
Sprite_Destination.prototype.updateAnimation = function() {
    this._frameCount++;
    this._frameCount %= 20;
    this.opacity = (20 - this._frameCount) * 6;
    this.scale.x = 1 + this._frameCount / 20;
    this.scale.y = this.scale.x;
};